Randomly popped here.. and I can say what a wonderful mod! It really adds the flavour the magic heroes lacked!

I see that you are on a roll with more stuff!

One thing I can suggest is that, balance between might and magic is not always boosting the magic heroes but nerfing the might ones as well.

Some examples: When a might hero gets a decent amount of attack (or defense) points (10-12) the PvE gets extremely easy at some point. If you boost the magic hero to that level he will wipe everything very easily and the strategy will be gone.

One solution is to nerf the bonus damage units get from attack and defense. The defaults are 5% for attack and 2.5% bonus for defense.
May try cutting them by 1/3 and see what happens (3.33 and 1.66).

dredknight said:Randomly popped here.. and I can say what a wonderful mod! It really adds the flavour the magic heroes lacked!

I see that you are on a roll with more stuff!

Glad to hear that

dredknight said:One solution is to nerf the bonus damage units get from attack and defense. The defaults are 5% for attack and 2.5% bonus for defense.
May try cutting them by 1/3 and see what happens (3.33 and 1.66).

Basically the correct formula come after a lot of testing.

Changing these values would need a lot of testing and for now i dont know how to change them (maybe not possible with ERM).

The balance is of course always a problem. The values i use are specific for the map i play and work very well there.
So i anyone wants to use my mods i would be willing to change the numbers for them if they cant do it on their own

-17 different magic weeks in total now!
-each week there is a chance for a random buff to magic for one week
-mainly little improvements in damage for different typs of magic schools
- plus one or two little gimmicks
- your heroe needs mysticism skill

For now you can take advantage of these "Magic Weeks" if your Hero has learned the mysticism skill.
I was thinking about making it work without restrictions (for every hero) or maybe just for wizard class heroes like Druid and Clerics and so on.
What do you think

You should also update "Critical Socery Mod" otherwise two of the new weeks wont have an effect but the mod also works fine without it.
There should be no conflicts with other mods. Download link is in first post.

Updated to Magic Weeks 1.1
- added weeks for some spells, 17 different weeks now
- fixed spell power week, Bonus was permanent
- now on every monday there is information

Updated Improved AOE Spells to v 0.92
- fixed bug with incinerate fire damage (dmg could be overwritten by new spell)
- reduced the strengh of the effects for balance
- if your hero also learns intelligence as SS effects are stronger

I also prepared a new version where spells like Stoneskin are improved. For example if you cast stoneskine your troops get an extra defence bonus for one round. in the second round of combat the spell acts as normal. Over time i want to improve more spells like bless or shield. Ideas would be: if you cast shield your troops have a chance to block a part of damage in the first round of cast. Or for bless: your troops get +2dmg in the first round. things like that.
I have a working version for stoneskin script rdy, but it turned out to be rather complicated and vulnerable to bugs so i want to improve it more befor uploading.
If i want to update main post i have to ask a moderator right?

Happy chrismas days

Three little Updates:

Critical Sorcery 1.3
- now shows current crit chance and damage in skill description (e.g. its higher if you equip certain artifacts)

if anyone interessted, i uploaded a modified version of SPTRAITS.txt
I changed most spell parameters like damage and mana costs from every spell. Mostly buffed the defensive spells, like stoneskin or accuracy. Some are very strong now and more rewarding to cast. In my opinion it brings more diversity in casting. Also slow and haste are now level 3 spells. Most spells now cost more mana to cast. Idea is like following

None:15
Basic (magic): 10
Advanced (magic):14
Expert (magic):20

So spells get cheaper if you learn the the matching magic school. But are more expensive on expert rank. This makes sense to me because on expert the spells are much better than before when the are mass version.
As base i used the ReMagic 1.2 from Algor. I just changed numbers and text a lot (still the englisch translation is not so good). The 1.2 Version has in my opinion the best compability because there are no .erm files inside. If you want a newer version of this wonderful modification search in the russian forum.

Anyway just offering it if anyone interested for a little different playstyle. Recommendet for random maps or hotseat.

One more little update to Critical Sorcery 1.4:
-changed some artifacts to give crit and spell damage for more diversity in picking artifacts

I have a question, is it possible to make single target spells deal aoe effects ? For example, make implosion deal a 3 hex area, ot a 7 hex area,or make multiple patterns, like an L or a straight line for one part of the battlefield to the other ?

I have a question, is it possible to make single target spells deal aoe effects ? For example, make implosion deal a 3 hex area, ot a 7 hex area,or make multiple patterns, like an L or a straight line for one part of the battlefield to the other ?

Thanks

Making a spell behave this way should be technically possible with ERM but not for me sry

The extra effect is writen in the battle log during combat. Mostly it lasts only for the current battle round, so these bonuses are not for the whole battle!
The idea was to make the magic system in H3 more rewarding and given more diversity in spells to cast and skills to chose.

The mod also contains the improved AOE Spell (which focuses on offensive spells) with a new version. so the old one is outdated. If you wish to use only one of them just delete the erm file in the data folder.

Known incompabilities and bugs:
This is a rather complex script (my biggest by far) and playing with values in combat is difficult. I had to test alone and hope there are no more serious bugs left. Sometimes the extra abiliies dont disappear after one combat round, nothing serious for me, because after the fight they are gone for sure. I will investigate but sometimes its due bugs in ERA i think. It should be playable in hotseat mode. AI only gets some of the new effects.
If you wear artifacts which give you e.g. stoneskin for the whole battle the new effects wont work. Also all modification to spell duration are incompatible with this script. Otherwise every other mod should be compatible.
I wrote this script for fun and all those who wish for a better hero development and magic system in H3. There are more things i would like to add but it will take some time.
I would appreciate feedbag and bug reports

Yes i thought so too.I'am planing to add an effect to every spell in game. Some spells like blind, prayer, resurrect or berseker are alreay very strong and actually dont need any "buffs" but it would make the mod more complete.
Right now iam looking for ideas for: Failure, Sorrow, Disrupting Ray, Weakness, Curse, Forgetfulness and summon spells. Maybe in future i can think of some complex features with some more tactial depth. E.g like the longer a summoned stack lives in battle the bigger it gets or if weakness lasts longer than three rounds on your troops their HP begins to decrease.

Some thinks i noticed while playing and trying to fix:

- the first stack of your own creatures (stack 0) is immune to "incinerate" fire damage. this is due to the behavior of !!BM:G#/$1/$2; reciever which returns fault value for the spell duration on creature

- sometimes the fire damage in the beginning of new combat round is applied later.

- giving a creature the fly ability with Joy spell lasts longer than intended (more than one round) even if abilitiy is removed with !!EA reciever. Don't know why.

By the way, you can check in stack experience window of creature if bonus is active

Updated Improved Spells to version 1.1:

-added new effect for summoning spells
(summoned creatures grow each battle round; if not killed ofc)
-every time the clone spell is cast, each clone on battlefield grows in numbers
-fixed a possible crash when AI tries to cast
-fixed the "incinerate" damage bug with !!BU:R now battlefield redraws when next round starts

Dropbox Link: https://goo.gl/G5dFhK

Edit:

Since iam running a bit out of ideas and not so satisfied with some of the changes to spells i made, i consider this mod still in development. If enough motivation i will change some things around and remove some off the "give extra ability for one round" stuff because it is rather big change to the spell itself and focus more on subtle but interessting changes and also now i know what is rather easy to script and what not.
So what would you add to some spells to make it more interessting to cast? And maybe more important, what is the condition under which you are allowed to cast the improved version of the spell?
I still follow the idea that when developing a hero you define the type of hero by chosing the secondary skills. So chosing armorer,archery and offensive makes him more a warrior rather than taking sorcery, scholar wisdom which tends towards mage type. So knowing enough magic type skills allows him to cast improved spells? or above a certain spellpower? or level of the hero?

Known problems:
-Battlelog shows wrong damage for effects which directly influence damage output. But damage is applied correct! (you have to scroll up two clicks and see the reduced damage)
-Flying Bonus from Mirth is permanent instead of only one battle round
-Improved Curse is not working
-more iam not aware of

Iam nearly done with all spells. Only a few spells left for which i still have to do some brainstroming

Next version will include changed spell description and some new ideas since iam reworking some spells which i were not satisfied yet.

Preview to next version:

Current version is 1.4 main changes to old version were:
- Curse: Cursed enemies deal 4% less damage for ever debuff affecting the stack (except curse)
- Prayer: extra "holy" damage to undead creatures (damage depends on SP of hero)
- Weakness: Creatures which suffer from weakness will deal less damage for every battleround after weakness was cast. (4% less damage per round max20%)
- Forgetfulness: Your enemies are so lost that they sometimes forget who is enemie or friend. Chance to attack neighbouring stack is 20% +5% per 10 Spellpower
- Landmine: Creature loses 3 speed for the rest of the battle when stepping on a landmine (thx to fred for the idea )

robizeratul said:newest version does not work for me... please include an installation guide.

I installed the newest version, the first in my list is WOG then the improved spells...

I see the text on some skills but they don't show the aditional effects like in your screenshot

Hi,
what you see in the screenshot is a preview of the next version. Sry if it was misleading.For now make sure your hero knows sorcery and e.g. earth magic. Than when you are in battle you will see in battlelog.
"You cast improved Shield
Chance to block extra damage this round"
Adding all the description takes some time. I will probably be finished next weekend
Also the new Shield effect is already scripted, it was much more difficult than i thought, took me half sunday ^^

oh OK, I didn't know... will wait for new updates Do i need any wog scripts to make it work or is this compatible with enhanced sorcery etc ?

PS: sent you a PM message on the messenger, hope you can see it, its a weird system...

EDIT:

still doesnt work. when i look at the intelligence skill it shows me "further improves some skills" but when i cast its only "shield"... could it be a comflict with my options ? please upload your .dat config...

For now i'll have to go to work and write you back in the evening with a more detailed answer also for your PM.
Just one more thing, when you cast the spell you can check in the stack experience window of the creature to see if it got the new ability, or cast the heal spell and watch the HP of your creatures.

EDIT:
Maybe there is some imcompability iam not yet aware of, who knows

- yes there was! If you activated Sorcery 2 in WoG options to boost sorcery to 30% spell damage there was a problem. Improved Spell script was active but the check on your hero for sorcery would always fail resulting that you could never cast improved spells.
It will be fixed in next version ofc what a mean bug

The old WoG Sorcery was bugged causing heroes with Sorcery specialty/talent to have their Sorcery specialty/talent not work at all. Has that been fixed in this mod or elsewhere?

Another idea to prevent you from erasing Wisdom after you have most/all/favorite L3+ spells is simply have the script erase all L3+ spells on the hero if the hero uses the market of time on Wisdom. Nevertheless, I do understand this mod is more to help magic heroes.

PyroStock said:The old WoG Sorcery was bugged causing heroes with Sorcery specialty/talent to have their Sorcery specialty/talent not work at all. Has that been fixed in this mod or elsewhere?

Another idea to prevent you from erasing Wisdom after you have most/all/favorite L3+ spells is simply have the script erase all L3+ spells on the hero if the hero uses the market of time on Wisdom. Nevertheless, I do understand this mod is more to help magic heroes.

I wasn't aware that Sorcery speciality is bugged. But none of my mods touches specialists. I cant say if it is changed somewhere.
In my opinion the specialists in WoG are realy great scripted and fun to play but not balanced (i still always play with them). Creature specialists are way stronger in late game than anything else (maybe except tazar and crag hack) and magic specialists are good in the beginning but don't scale at all in late game. Maybe sometime in the far future i will look into this.
Your idea with wisdom would make sense to be honest, never thought about that but wouldn't fit into my concept as you already said.